Before you begin:

Please note that Chartboost supports Android 4.1+ and iOS 6.0, so make sure to set the minimum OS versions of your Unity project accordingly.

Also, to ensure compatibility with Android 6.0 Marshmallow devices and features, you should make sure that you’re building, compiling, and targeting against the latest Google Android SDKs (at least API level 23). (However, “minimum” SDK can still target down to API Level 16.)

The Chartboost initialization call must be made during hard and soft bootups within the first few seconds of your app launching, regardless of any other actions or user interaction within your app.

Publishers should call the setPIDataUseConsent API from the Chartboost SDK and pass in the appropriate value for whether consent exists, does not exist, or is unknown. Publishers are required as part of Terms of Service to obtain the consent from their users before Chartboost will process any personal data and pass it to the Chartboost SDK via the above method. This method should be called before startWithAppId.

Import the Chartboost Unity package into your project.

If you’re building for iOS, you can skip the Plugins/Android subdirectory; if you’re building for Android, you can skip the Plugins/iOS subdirectory.

/Assets/Chartboost/Resources: This folder contains the ChartboostSettings file, which contains the AppId and AppSignature for your iOS and Android apps

/Assets/Chartboost/Scripts: C# code for Chartboost use. All our public facing functions are present in Chartboost.cs, in this folder.

/Assets/ChartboostExample: An example scene that shows how to use the Chartboost SDK

/Assets/Plugins/iOS: Chartboost Objective-C code that helps to integrate it within Unity

/Assets/Plugins/Android: Chartboost Android library files

Want to jump right in? Take a look at the files in the ChartboostExample folder. Be sure to watch the log when testing the demo scenes, since some of the buttons will not have obvious effects.

Android: For complex integrations that replace the Android Manifest included in our plugin, any activities that show Chartboost ads must have the value android:hardwareAccelerated="true" in their activity entry on the Android Manifest, or video might not display properly.

If you’re publishing your game in the Google Play Store, link the Google Play Services library with your Unity project.

Go to Chartboost > Edit Settings and click Set Up Android SDK.

This will link the Google Play Services library with your Unity project, which is required for integrating the Chartboost SDK with Android games.

This also requires the Google Play Services library to be installed via the Android SDK Manager. See the Google Developers website for more information.